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Official Feedback Thread for Imperial City Changes

  • RoyJade
    RoyJade
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    I love the base idea, but as nearly everyone I think more than one flag in each district is better.
    So, here my idea :
    - one "main" flag near Gold Tower entrance who determine the faction who own the district. The barricade idea is a good one. This flag cannot be taken by an alliance if the other aren't owned by this alliance, and should have more powerful defender.
    - two other flags on the district, with less guard (the actual number is OK). This will spread groups, opening some way for solo player and small group to do something.
    - one fun addition should be random group of daedra attacking the "little" flags. It will add some life in this city, and if the daedra can also capture the flags and weaken an alliance's power in the district if nobody defend them, it even better. The main flag may also be attacked by daedra, and why not a sewer xyvkin boss as a defender ? With their reduced damage, small group can handle them.
  • genjutsu_kami
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    First of all id like to say the new changes are fantastic and a great step towards the future, some little changes can be addressed such as the poison enchantments power and scale but noted on the patch notes ZOS has said this is not the damage it will do on live.....brilliant.

    IMPERIAL CITY. it is great that you guys have added the new flags, the motive to now group up with people to capture flags and get stuck in with the action is perfect ZOS thank you.

    ONLY ONE THING I WOULD SUGGEST, please put more flags in a district it will be to easy for zerg groups to just focus down a flag and dominate, small groups will still be at a disadvantage in terms of strategy, although if you add maybe 3 capture spots it then makes the zerg groups split up into cells, cells that smaller groups can compete with and strategically go for flags that will give advantage to them. this opens doors for cool alley way scrambles and battles and house battles! if a flag was in a house for example that would be awesome, battles will have people falling down cliffs and battling in alleys ways. on top of that if you have more than one flag each faction can then strategically choose which flag to go to, instead of just one zerg group huddling together at one flag. ZOS i promise you if you could implement more flags into the capture mechanic that makes zerg groups spread out and not just go flag to flag and camp, that would be the beautiful turning point in PVP so much so it would take away the pressure of arena being implemented straight away and gives you more time to bring out an arena content thats not rushed.

    But overall the new changes are positive and a step in a great direction i feel. jesus beam is a little to much though i have to say (jesus beam = radiant destruction) that needs to be toned down.
  • Benefactor
    Benefactor
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    I would really love for there to be at the very least 2-3 flags per district you have to capture so that the fighting is more spread out and take a bit longer to capture a district. This would allow more people to realize their district is under attack and have time to mobilize a defense of the district. I feel as it is right now it is far easier to capture a district in the capital city of Tamriel than it is a small farm outside of a keep in the middle of nowhere.
  • staracino_ESO
    staracino_ESO
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    Maybe add a banner to the bosses that functions just like an Elder Scroll, meaning that you have to pick it up and carry it. It cannot be taken out of its home district, and holding it, along with capturing the stationary flag(s), is required to own the district. If the bannerman leaves the district, it drops at the exit they took, or wherever they teleported from. If the banner sits long enough, it resets to the boss of the district. This would add a more dynamic objective using already existing mechanics. The reason the district boss would have it is because I feel that an Alliance should not be able to "claim" a district without first removing the strongest Daedra from it.
  • Farorin
    Farorin
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    I haven't played it yet, but if the monsters and bosses are easier, that is pretty depressing, especially considering I could beat all but 2 of the sewer bosses with only myself and my wife in live.

    I am also not a fan of the lower TV stone loss, as I liked it high and even wish it would go back to 100% loss.
  • Enodoc
    Enodoc
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    Farorin wrote: »
    I am also not a fan of the lower TV stone loss, as I liked it high and even wish it would go back to 100% loss.
    I would agree, but only if PvE stone loss went up with it. I like that they are now the same, but I think the PvE loss is still too low. I think a better situation overall would be somewhere between the two - for example, 70%.
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
    Join us on Discord - discord.gg/uesp
  • Wizzo91
    Wizzo91
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    Interesting changes. Won't make a large difference though. Imperial city Capuring HAS to be connected to Cyrodiil or nobody will go there after they have their stones.

    Holding districts should give PVP bonuses to your alliance aswell as contribute to the overall campaign score.
    [EU]

    Wizzo - Stamina DK - 50 - DC
    Wizzox - Magicka NB - 50 - DC
    Vilest Wizz - Magicka Sorc - 50 - DC
    Wiser Wizz - Magicka NB - 50 - DC
    Wizzo X - Magicka NB - 50 - AD
    In Rainbows - Stam Sorc - 50 - AD
    Fake Plastic Tree - Stamplar - 50 - EP

    6XX CP

  • NewBlacksmurf
    NewBlacksmurf
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    So maybe if you change nothing else, can IC be pulled out of Cyrodil on some campaigns for keeps.
    Meaning maybe if it's just an IC campaign for caps vs Cyrodil and IC it flows smoother.

    I do agree on more cap "flags" but I don't PvP so I'm only thinking of th PvE impacts while ppl cap cause I'd like to go in when caps lock other alliances out

    That said, I'd like a 1 hour cool down before another cap can occur as my suggestion of feedback overall
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • olsborg
    olsborg
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    Why did you nerf the monsters in IC, they were challenging to fight compared to all other pve (that I do solo) and on pts they just died way too easy, please revert this change.

    PC EU
    PvP only
  • AverageJo3Gam3r
    AverageJo3Gam3r
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    Add option to buy items from the weekly vendor for 100k tel vars please.
  • Emma_Overload
    Emma_Overload
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    ManDraKE wrote: »
    - Mobs are to easy, IC is supposed to be the hardest zone in the game. Now you can solo the bosses, the same bosses that used to wipe 5-6 man groups. Regular mobs also hit like babies, grinding there now is like grinding in old orsinium. Bring back some of the dificulty please, i'm fine with nerfing the 1-shot kill bosses, but no need to make IC a walk in the park.

    - Add more flags, one flag per district will be just "zerg the flag" and there won't be fights anywhere else. Do 2-3 flags per district, it spreads out the people more and add some strategic meta to it.

    But the rest, amazing changes. I'm going to live inside IC, thank you!

    The mobs take 50% of your TV now, though. If they make them hard again, they need to roll the TV loss back to 10%.
    #CAREBEARMASTERRACE
  • ManDraKE
    ManDraKE
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    ManDraKE wrote: »
    - Mobs are to easy, IC is supposed to be the hardest zone in the game. Now you can solo the bosses, the same bosses that used to wipe 5-6 man groups. Regular mobs also hit like babies, grinding there now is like grinding in old orsinium. Bring back some of the dificulty please, i'm fine with nerfing the 1-shot kill bosses, but no need to make IC a walk in the park.

    - Add more flags, one flag per district will be just "zerg the flag" and there won't be fights anywhere else. Do 2-3 flags per district, it spreads out the people more and add some strategic meta to it.

    But the rest, amazing changes. I'm going to live inside IC, thank you!

    The mobs take 50% of your TV now, though. If they make them hard again, they need to roll the TV loss back to 10%.

    right know IC mobs are plain boring, it feels like grinding in a normal Zone. I understand your point, but they need to be harder, they should find a sweet spot beetwen dificulty and risk.
    Edited by ManDraKE on April 29, 2016 4:30PM
  • Joy_Division
    Joy_Division
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    Am I cynical to think these changes will just promote easier and more efficient TV farming? From the trailers to this game, I thought the war for Cyrodiil had something to do with the Ruby Throne...
    • One single flag that can be simply be zerged down with zero strategy for 33% bonus.
    • Mobs don't pose any threat
    • Even "bosses" are pushovers
    • No PvP - Cyrodiil related reason to be in the IC. If people in the IC are going to count toward the pop cap for Cyrodiil they really ought to be relevant to the campaign!

    I know it's a joke at this point to say stuff like "immersion," but that is what attracted me to the ES franchise in the first place and I just have to shake my head at what the IC has come to be. We are ostensibly fighting for control of the city and *nothing* on the AvA scoreboard is reflective of what happens in the IC! And the whole Alliance guards (also pushovers) just standing next to the forces of Molag Bal on a flag/capture point just thrown in the districts without any logic to its surrounding is just bad.

    Count me among the many people who are suggesting pretty much the same thing:
    • More flags and more logical/aesthetic placement of them
    • Less nerfing of Daedra (I agree with the poster who said also less PvE TV stone loss)
    • *Some* meaningful connection to the Alliance War.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Enodoc
    Enodoc
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    ManDraKE wrote: »
    ManDraKE wrote: »
    - Mobs are to easy, IC is supposed to be the hardest zone in the game. Now you can solo the bosses, the same bosses that used to wipe 5-6 man groups. Regular mobs also hit like babies, grinding there now is like grinding in old orsinium. Bring back some of the dificulty please, i'm fine with nerfing the 1-shot kill bosses, but no need to make IC a walk in the park.

    - Add more flags, one flag per district will be just "zerg the flag" and there won't be fights anywhere else. Do 2-3 flags per district, it spreads out the people more and add some strategic meta to it.

    But the rest, amazing changes. I'm going to live inside IC, thank you!
    The mobs take 50% of your TV now, though. If they make them hard again, they need to roll the TV loss back to 10%.
    right know IC mobs are plain boring, it feels like grinding in a normal Zone. I understand your point, but they need to be harder, the should fine a sweet spot beetwen dificulty and risk.
    IC isn't supposed to be harder than any other content; it's a DLC zone with battle-levelling, meaning it should be doable at any level. It was previously not really viable for "any player" unless they were at least VR10, regardless of the battle-levelling. Losing more TV stones to mobs than before should also reduce the popularity of the "10% tax" idea where is was less worthwhile trying to get back to base rather than just suiciding to mobs. With that up to 50% now, people should be less inclined to do that.
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
    Join us on Discord - discord.gg/uesp
  • ZoM_Head
    ZoM_Head
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    My biggets problem in IC since release is the loss of tel var stones.

    Grouped (small to large) or solo, the NPCs and monster can be very tough and 1 hit you.

    Gaining telvars, especially in a group where it is shared across members, for some of us (myself included) is a very long and hard grind.

    Having to loose 80% of all the hard work to 1 enemy player, who is just sitting and dealing x damage since it is a stealth attack, or you are a small group and getting trained down by a zerg is not rewarding. It is especially not rewarding when tel var bags (VR16 purple) costs 4K stones and we need to be in proper pve gear to deal proper damage to those npcs/monsters, which means you are, most likely, going to die from another player ready for pvp.

    With that said, the current difficulty in IC is fine, its tough but challenging, even for a solo player who wishes to grind stones, trophies, loot or xp, its nice and challenging in its own way. Nerfing it just makes it too easy, but easy means fatser/easier time grinding those stones so i am 50-50 on this nerf.

    My perspective, as a end game pve player, i think Zenimax should take a look at that Imperial Sigil Retreat stone. Give the dedicated PvE players some sort of...safety for the loss of tel vars, at least against enemy players.

    I would like to have something on my character, with or without a cooldown its your decision, that allows me to farm tel vars without worrying about another player taking them from me. I would still loose my stones upond death to NPCs/Monsters in there.

    Something i could buy, could be food/drinks, some MMOs give you a food buff that you buy for x amount of gold/ap/tel vars in this case, and will last 1-2 hours (could be effected from the provisioning passives).

    New update changes the loss of stones from 80% down to 50% no matter from NPCs or enemy players, but with a new district a 33% buff to stones gained. I think its a good idea, sort of, but still nothing to protect me from enemy gankers/zergs players that will take 50% of all my hard work.

    At least this is what most of my friends and i would like to see, we know it is a pvp and pve zone mashed together, but for those that wish to quest, do dailies, farm and so on, they would have some sort of safety, witha cool down.

    We think this would be a step in the right direction for attracting players back into IC.

    Edited by ZoM_Head on April 30, 2016 4:34PM
    mDKs still need a lot of love!
  • Enodoc
    Enodoc
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    Something that I've noticed with regards to district capture is that due to the guards' extended stealth detection range, it is no longer possible to sneak along the moat if your alliance is not in control of the district. Based on the changes to the landscape layout of the gates, I think it would be a good idea to move the new capture flags to the top level of the steps, right next to the gate, so there is less of an impact on people who are in stealth to avoid the Daedra. This would also provide a more interesting capture location, due to the new steps that lead up to that platform from the sides. That gives three attack angles for the capture point if it was moved to the top of the steps. Posting a guard on each of those side routes would also make it seem more of a defensible location for the alliance, in addition to the above suggestion of putting a barricade in at the current PTS location of the flag.

    I've also looked around the districts for extra capture locations, since additional capture points would make gaining control of the district a more interesting mechanic. In most of the districts, there are a number of empty upstairs rooms with a large central area that would be a good location for another flag, and which would also be defensible by alliance soldiers. Where the number of upstairs rooms was low, I marked a few small downstairs rooms which are otherwise empty. In Elven Gardens and Memorial districts I also marked a couple of defensible exterior locations.

    Finding good potential capture points was a bit more difficult in the Arboretum and Arena districts due to the lack of accessible interiors. In Arena district there are a couple of pits where Daedra are torturing citizens that could be repurposed, and there are some empty chambers in the Arena building itself that could be commandeered. In Arboretum, I think the only way to add capture points would involve a bit of re-landscaping to make a good defensible position, as otherwise putting an alliance flag in the middle of Daedra would look out of place, but a couple of locations near ruined statues would work for this, as there are no Daedra in the immediate vicinity. These locations could be enclosed by fence barricades to appear more defensible.

    All of these potential capture point locations are marked on the attached map with a flag icon. Those exterior locations which would require a bit of landscaping have the proposed "fences" drawn on in red and "barricades" in blue. I have also moved the existing capture location to the proposed location at the top of the steps, marked by a banner icon. Finally, for orientation, the alliance rally points are marked on the map with coloured banners.

    Imperial_City_Capture_Points.jpg
    Edited by Enodoc on May 1, 2016 11:11PM
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
    Join us on Discord - discord.gg/uesp
  • potirondb16_ESO
    potirondb16_ESO
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    Hi,

    I am just logging off from haderus, and here's my position about some of the proposition;

    City capture and respawning Inside the sewer

    First there's two part in that DLC which are giving rather different perspective of gameplay the Sewer, and the upper city. While I think sewer is mainly for grinding and ganking, I did always enjoy the fact that upper city was a battle arena without limit.

    I do have the feeling that if player can't respawn quickly Inside the arena it's a huge lost for quick pvp and arena feeling. Now I've experience both type of gameplay in upper city the grind fest with a group and the open war and while I did went Inside upper city for grind I do feel it was stupid and not Worth it.

    So I do believe that upper city needs to stay with that positive image of open ground quick respawn limitless arena. Not some, I get mad, grinding selfish zone. That lead me to the second point

    Reward receive for owning a flag

    While I do believe there should be more then one flag and that respawn should not be affected as quickly as you propose, I do also believe that the benefice people get from owning a flag should feel different. more tel var... from Killing mobs... I already have the sewer to kill mobs why go Inside the upper city.

    Reward could be from anywhere from receive 100 telvar from Killing enemy player to gathering more trophy on boss.

    Boss and their Trophy

    I know you guys reduce the power of bosses all around the zone but I do feel like upper city should have kept those hard hitting named and that they could have dropped IC and WGT trophy instead of the regular one. I think it would give a nice bonus when you kill them and that flag could let you get more trophy from those guys.

    Hope you liked it !
  • KenaPKK
    KenaPKK
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    These objectives must be significant in the AvAvA war above ground. Otherwise, PvPers will eventually lose interest and go back above ground where the organized groups, who fight over campaign victory, are fighting.

    I recommend that the IC district objectives give the faction which owns them a percentage amplifier to their campaign points earned above and to AP earned in IC. This will make it so that in order for the IC objectives to be valuable, the faction must own Cyrodiil objectives, but a faction which neglects the IC district objectives will fall behind. In other words, it will make both Cyro objectives and IC objectives important.

    Also there needs to be multiple flags -- I would say at least 4 -- to fight over in each district. Otherwise, you'll just have huge zergs swarming the little single flag, and small scale PvPers won't get to enjoy the district capture system when IC was originally designed for small scale PvP.

    I would also love to see sewer objectives, even if it were just sewer regions being captured upon world boss or wandering boss kills.

    And on that note, the district bosses are pretty awesome. I hope they are closely tied into district capture rules.

    Respawning in the districts needs to be tightly controlled. Players shouldn't be able to spawn in districts not controlled by their faction, players should not be able to spawn near a flag, and players should have a steep res cooldown after dying -- at least 2 minutes if not more. Even 4 minutes sounds reasonable to me.

    I am concerned that players will not venture into the sewers very often under the current system. They will either head up the ladders from their base into and owned district, or up a ladder near their sewer base then from district to district until they reach the main fight. There needs to be a stronger PvP objective incentive to venture deep into the sewers. The Simulacrum of Molag Bal fight is a prime objective. Other places to put objectives are the little dead end spaces near center on each faction's side and in the innermost looped regions.
    Edited by KenaPKK on May 2, 2016 4:47AM
    Kena
    Former Class Rep
    Former Legend GM
    Beta player
  • Tillalarrien
    Tillalarrien
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    KenaPKK wrote: »
    I am concerned that players will not venture into the sewers very often under the current system.

    Under the system where captured districts provide 33% tvs increase - no. Current changes are a move in the right direction but are still unintentionally better for PvE trains then for PvPers.
    PvE grind will just move from sewers into districts with zerging the flagg and then proceeding to farm mobs for tvs. But with few changes I and many others are suggesting here Districts would turn into PvP playground while sewers will stay PvE oriented as they always had been, with some ganking mixed in.

    Let me present the current situation and how I belive it will go:
    PvE group will come capture flag in 1 min, effectively locking everyone from respawning and then proceed to zerg every smallscale PvPer. After that they will just farm without being interrupted. PvPers will get tired of PvE zergs and go back to Cyro. PvE zergs will get thier TVS and then leave IC for good - IC is empty again!


    Here are my suggestion how to solve current problems based on my experience form PvP:

    • Adding more flaggs - at least 3 per district. This would require zergs to split up, giving small PvP groups equal ground to compete on for district control!!
    • Changing the 33% tvs bonus. I saw this:
      Reward could be from anywhere from receive 100 telvar from Killing enemy player to gathering more trophy on boss.

      If I can improve on this idea a bit: keep 33% tvs increase but make it PLAYER based only. That way you will actually promote PvP while keep PVE Farm trains elsewhere (Sewers). I don't mind Sewers being a bit more farm oriented, they are fun to gank in as a break form standard PvP, and PvEers can feel relatively safe killing mobs next to their homebase.
    • IC affecting campaign scoring: I think it would be a nice addition and would help with keeping PvP in IC active. I am ok with 6 districts counting as 6 additional non-homed keeps - meaning 6 more points per cycle u can get. PvP guilds would start running IC groups to win the alliance war - this in turn means newer PvPers buying the DLC to play with thier guildmates.

    This 3 changes are essential for the future of the IC.

    Here are some optional and more opinion based changes that could be implemented.
    • Nerf TVS gains of groups larger then 10 ppl into the ground while withing the districts.
    • Make NPCs harder but more spread out allowing for more empty space for PvPing, while still keeping difficulty of the mobs.

    And now let me present the situation after those changes: Player based 33% tvs increase in the districts and campaign scroing would attract PvPers. Multiple capture points would promote smaller groups. PvP guilds will be running guild groups in IC fighting for additional alliance war points, allowing for endless and fun PvP and in turn active IC. Districts will turn and will stay a PvP small-scale paradise that noone wants to leave ever! :)

    (PvEers will have no buisness in the districts as they would be at disadvatage being unable to zerg multiple capture points, so PvEers will mainly stay in the sewers - sewers are excelent for PvE with some ganking mixed in.)

    So again: Plys ZOS :) you are moving in the right direction but IC still need some small improvements that will make a big impact in the long run. I'm pretty sure that limiting TVS bonus to player only wouln't take that much time but it would make a HUGE impact on what type of players come in the districts. So listen to all the feedback, put just a bit more work into it and you will have the IC every PvPer hoped for, while still not excluding PvEers (sewers) :)
    Edited by Tillalarrien on May 2, 2016 8:56AM
    Valkynaz of the Daedric Order
  • Contraptions
    Contraptions
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    I've never been a fan of the stone loss myself, I just don't like the idea of losing progress, whether it's XP or levels or whatever. I wish there was some sort of empty "Tel Var storage box" that the vendors could sell for gold that allows you to convert loose TV into TV crates that can't be stolen (like the quest reward boxes). For me as a PVEr I would gladly pay a premium if I get more security in return.

    As for the district capture I like the concept, but as people have said this needs to be implemented better. I want some alliance guards to spawn MOBA style and patrol the district, fighting any daedra/enemy players that they come across. Actual fighting, not the NPC slap fights that do no damage. Similarly, I want the daedra to attack the flag if they spot it, make it such that if the daedra control the flag all mobs in that district gain a damage/defense buff etc. Something needs to be more dynamic about IC to make it worth going there.
    Patroller and Editor at UESP
  • Ashamray
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    1). We need more points of interest in IC, not only one for a district. I do not want big bunch of people at the same place - we already have upper Cyrodiil to fight in lagcrowds. Let the battles boil throughout the City!

    2). We need quick respawn. Don't change possibility to get up and rush into battle without waiting or additional loading screen that could be endless (< this problem exists since release and never gone)

    3). We need score for IC according to Cyrodiil campaigns. That will bring more interest to fight for the City.
    Edited by Ashamray on May 2, 2016 2:11PM
    Boadrig, EU PC

    Very Balanced
    Battleground Beta Testers
    Cite's Legacy
    Colosseum

    Imperial City frequenter
    Imperial City feedback and suggestions
  • Llilium
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    Were you able to capture a District? If so, how long did your alliance hold it for?
    I did, it was never taken back. i was down there for about 50 minutes,

    Did capturing Districts seem worthwhile?
    if you're farming for stones, possibly, however I was hoping people would try to gank me in the process of hanging around IC. no one seems to be that interested thus far.

    How does capturable Districts change the feel of PvP combat in these areas?
    I don't believe there is very much incentive to spark pvp with the single flag. I feel like the spawning outside the district kills incentive due to the excruciatingly long loading screens

    Were you hit for more than 20k damage by any Imperial City bosses? If so, was the damage avoidable?
    no, i was never hit by the bosses for a lot of damage.

    Did you feel that killing bosses in the Imperial City and Sewers was more rewarding?
    not really. i would say less so.

    How did the respawn rates and overall basepop feel while traveling around Imperial City?
    terrible. this should be revisited. unless you mean the NPCs, then i would say this is probably fine.

    How many Tel Var Stones did you end up collecting?
    i collected around 1k in about 15-20 minutes of running around killing stuff without paying any kind of attention, discussing potential builds while in team speak. this was pretty substantial. i don't know if i like this or not.

    Do you have any other general feedback?
    the strongest feedback i can give is that it may be a good idea to have more than one flag in each district if you're going to do flags. if you get a flag, you can spawn in the district. with three flags, you can have three factions fighting for control in one district without them having their pvp experience ruined by loading screens. flags should require a group to capture and wield high AP rewards and affect player standing within the campaign. having more flags can also increase telvar stone aquisition by %'s per flag owned, and having all three can add a bonus % with a lockout timer for flag capture of, like 15 minutes or so.

    I also believe that having more control in IC should wield defensive bonuses in cyrodil. owning districts or flags could add health to walls, spawn more gaurds, add health to gaurds, add attack power to gaurds, give more AP for taking keeps, give more AP for defending keeps, give more AP for taking resources, keeping resources, things like that.

    we really need to look at integrating IC into the campaign. the campaign is ABOUT the three factions trying to take control of the city, right?

    before IC came out, i was expecting the war effort to indicate bonuses from cyrodiil to IC, and that IC was supposed to be the endgame goal for the people that had taken control of cyrodiil. while i still love IC, it defitnitely did not turn out the way i expected.

    I feel my above suggestions would bring some balance to the two, and have IC directly affect the campaign.
  • Tillalarrien
    Tillalarrien
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    Plys no lock timers on flaggs. Its just one more thing that would promote zerging the flagg/s down and then grind there, destroying pvp completly in the proces.. Other then that I agree with the suggestions.
    Edited by Tillalarrien on May 4, 2016 10:30AM
    Valkynaz of the Daedric Order
  • contact.opiumb16_ESO
    contact.opiumb16_ESO
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    More Cap Points
    Make IC district caps affect PvP outside of IC to promote strategy and not have the population capped by farmers and PvErs
    Gaurds stronger and attack nearby daedra
    Buml the difficulty back

    THIS !!!!

    Basically, IC pop count as PVP cyrodil pop, so their must have a synergy between IC and CYRO. Maybe give points in the campain and/or a buff for every district captured. With this, alliances can choose between making points in Cyro or in IC, and it splits pop, meaning less lag
    Edited by contact.opiumb16_ESO on May 4, 2016 10:37AM
  • fred4
    fred4
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    As someone who loves the IC as it is, I am concerned by these changes. I have not played on the PTS. I am not talking about the new features as such. My concerns relate to the possible loss of gameplay currently available. Specifically these points:

    (1) "Ownership of a District also controls whether you can respawn in that District via a PvE or PvP death."

    Respawning close to your place of death is a great boon to current IC gameplay. For example for duelling. I know of no other place where I can go, as a solo player, to seek and often find ad hoc duelling. This happens in the upper IC districts and it works because players from all factions respawn within such a short distance of each other. This allows for rounds of unorganised duelling that you can partake in as a solo player with no alliance mate there to resurrect you.

    Aside from that I love the fights that spontaneously erupt in the districts. They provide an ideal training ground to hone your skills. The fact that you respawn so close means you can launch yourself with carefree abandon and try different ideas or simply practice.

    If you make these changes, where can I go, solo, for the above types of gameplay? Where can I go for PvP training and not be dumped into some other place when I fail? If I get dumped in the sewer base, I suppose I can go straight back up the ladder? But then, why make people sit through those annoyingly long loading screens? If not the sewers, then I presumably respawn in a district owned by my alliance, which could be several districts over?

    (2) PvE difficulty. Please don't reduce it! The IC is where, as a solo player, I can already kill most everything, but the difficulty is high enough that I can't be asleep at the wheel. And I have to be mindful of those bosses that I can't kill. It's quite perfectly balanced for me.

    When Orsinium came out, that should have been the place for a solo player like me. It wasn't. I haven't played the questlines, because the gameplay was way too easy and held no interest from that perspective. On the other hand I can't do vMSA, which I find too hard and stressful and will probably never complete.

    The game supplies a range of gameplay and difficulties to suit different players. It's fine that some of us can't complete all of it. It's a big game. It's fine that you grow out of content that's too easy. You simply can't balance all areas of the game to suit everyone. The point is this. The IC occupies a middle ground in terms of PvE difficulty and it suits some of us just fine. If you make it easier, what content are you providing for those who are currently happy with it?

    I, for one, love the combination of PvP and PvE at the current difficulty. The IC is my home. I keep returning to it. I wouldn't trade it for pure PvE nor for purer PvP. I feel like I'm going to be evicted due to reconstruction and gentrification in the area.
  • elven.were_wolf
    elven.were_wolf
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    ManDraKE wrote: »
    - Mobs are to easy, IC is supposed to be the hardest zone in the game. Now you can solo the bosses, the same bosses that used to wipe 5-6 man groups. Regular mobs also hit like babies, grinding there now is like grinding in old orsinium. Bring back some of the dificulty please, i'm fine with nerfing the 1-shot kill bosses, but no need to make IC a walk in the park.

    - Add more flags, one flag per district will be just "zerg the flag" and there won't be fights anywhere else. Do 2-3 flags per district, it spreads out the people more and add some strategic meta to it.

    But the rest, amazing changes. I'm going to live inside IC, thank you!
    Actually, I really like this change playing as a stamina nightblade in old orsinium and IC is NOT a walk in the park. With a templar or sorc, maybe.
    Achievement hunter and secret admirer of Naryu Virian.
  • SwaminoNowlino
    SwaminoNowlino
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    Seems to be pretty universal support for multiple flags, and I truly support having flags in some of the building space that is currently unused. FengRush has some amazing videos of fighting within the buildings and it adds a dynamic to PVP that cannot currently be found anywhere else.

    I also like the idea of having to capture multiple outer flags before you can capture the center flag. This adds some strategy to the game and helps to prevent Zergs from running rampant.

    Given the 33% TvStone bonus from ownership, there needs to be some protection afforded. You want to minimize large group play here and focus more on small group action. As it currently stands, there will be rampant camping of the sewer grates below to gank folks coming down to return their TVStones to base. It MAY be a good idea to further reward district ownership by allowing the controlling faction direct access back into their base from their spawn point. A simple ladder appears that lets you return to base once you capture the district.

    This would incentivize people to try and retake the districts instead of just waiting in the sewers to gank. After one of the outer flags is captured, this ladder disappears. If I want to really cash in on killing the players in an owned district, then I need to capture a flag and force them to try and retake it or venture down into the lower sewers.

    Just an idea that I came up with like 5 minutes ago, haven't fully thought it through.
    Xbox NA : CP 160 StamPlar, MagNB, MagSorc, StamSorc, StamDK, StamNB, Level 10 MagDK & MagPlar, StamWarden, MagWarden

    "We want firing off Dark Exchange in the middle of combat to feel awesome." - The Balance Lord Wrobel
    - And now it sure does, better learn how to bash folks!

    I get by with a little help from logic.
  • ManDraKE
    ManDraKE
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    ManDraKE wrote: »
    - Mobs are to easy, IC is supposed to be the hardest zone in the game. Now you can solo the bosses, the same bosses that used to wipe 5-6 man groups. Regular mobs also hit like babies, grinding there now is like grinding in old orsinium. Bring back some of the dificulty please, i'm fine with nerfing the 1-shot kill bosses, but no need to make IC a walk in the park.

    - Add more flags, one flag per district will be just "zerg the flag" and there won't be fights anywhere else. Do 2-3 flags per district, it spreads out the people more and add some strategic meta to it.

    But the rest, amazing changes. I'm going to live inside IC, thank you!
    Actually, I really like this change playing as a stamina nightblade in old orsinium and IC is NOT a walk in the park. With a templar or sorc, maybe.

    i play stamblade and is a walk in the park. In old orsinium i can grind for hours, get my armor at 0 (so i don't get any defense or set bonus) and still not die because i kill everything before they even do some damage, and i'm not even running a maxdps build....
    Edited by ManDraKE on May 4, 2016 5:23PM
  • elven.were_wolf
    elven.were_wolf
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    I just want to clarify why I like the reduced difficulty of the mobs.
    I bought Imperial City when I was at vet2 and died to the first mob I fought. So I ended up waiting till I was vet16. When I finally reached there, guess what, I died again.meaning that you need to have a top dps build or tanking build to survive in imperial city.

    Anyway, I bought the DLC thinking I could just enter, play, do the main questline and PvP in between but was very disappointed when I found out that I have to wait until I get vigor and reach vet16 to stand a chance against the mobs.

    I think that anything that requires such challange should give us a warning before purchasing it.

    I also think that a whole zone that you need to pay for to get access to shouldn't be too difficult so that all players, either PvE'rs, PvP's or just casual players can enjoy the new content.

    If something challanging is introduced to the game:
    There should be a warning in the discription of the DLC.
    Or
    It should be free as it will sate the hardcore endgamers appetite to challanging content without making some DLC unaccessable to casual player as it will not lock casual players out of interesting content.
    Achievement hunter and secret admirer of Naryu Virian.
  • Ajax_22
    Ajax_22
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    Capturing Districts
    I'll start off by parroting what pretty much everyone in this thread has said. Add more flags. Single point capture gets stale way to fast, and is much easier to zerg down. Remove whatever you have to in the districts to get them put in, but if nothing else is done to this update add more flags. Additionally, death is not meaningful enough. There has to be some sort of impactful penalty for dying. In the current system people will just die, and return to the fight 15-20 seconds later. This promotes the "whoever has the biggest zerg wins" gameplay.

    Alliance War Objective
    Most people want IC to be tied to the Alliance War score board. Since IC is a paid DLC this will never happen, because of the fear of pay to win outrage. However, district capture can still affect Cyrodiil without having a direct impact on the score board. The current buff system for the districts can be reworked to provide two buffs per district, one for Cyrodiil and one for the districts/sewers. The district buffs could either update dynamically as district ownership changes, or give IC its own score board with ticks for every minute you own the district, and have the district buffs update every Cyrodiil score tick.

    Examples of possible buffs for Cyrodiil and the districts/sewers:
    • Cyrodiil
      • Minor Gallop
      • Increased siege damage vs walls and other siege
      • Reduced enemy guard health and damage
      • Increased wall health
      • Reduced Forward Camp respawn cooldown
      • Increased AP gains from all sources
      • Reduced time required to flip flags
    • Districts/Sewers
      • Increase TV stone gains from all sources
      • Reduced TV stone loss on death
      • Increased drop rate of monster trophies
      • Increased AP gains for all sources
      • Increased EXP gains from all sources

    @ZOS_BrianWheeler It's amazing that you guys are trying to flesh out the districts to provide a meaningful PvP experience, and this is a great first draft of what they could be. Please do not let this be all that gets done to them. Add more flags to every district, and take some of the more popular suggestions and add them in. We all want to help you make this a DLC that we love to PvP in.
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